Review — Dungeon of the Endless

Dungeon of the Endless is weird. I played it for the first time yesterday (well, two days ago as of this publishing), and the only reason I did play it was because a friend bought it for me and wanted to play it with me. I actually had zero interest in it. We booted up the game, it’s pretty small, and then while I was looking at stuff he just started talking/explaining.

I’ll be honest. I wasn’t really listening. I was in a weird mood where I was sort of tired so the enjoyment I was getting was pretty much solely just spending time with a friend (and brother). The game isn’t really fast paced, so it worked. I could just follow orders as he told me to walk in that room, put on this item, etc. Somewhat through osmosis I slowly started picking up the controls and the objective, and I have to say…

This game is amazing. It just does so much right for an indie game. Let me explain how it works. Imagine you’re in a giant tower infested with monsters that want to murder you. The only way to get up is to power the elevator, but the elevator is in a different part of the building on every single floor, so you have to carry the power source to it on every single floor. Problem is, there’s monsters everywhere. Trying to kill you, naturally. So you have to build defenses and power generators while you explore the floor, looking for the next elevator and (hopefully) not running into too many monsters.

Sound boring? Well, obviously it’s a bit more complicated than that. Each room you enter is randomly generated. It could have food you need. It could have an adventurer you can recruit (randomly finding them is the only way to unlock them). It could maybe be encapsulated by a toxic cloud. The fun never stops! You could have an amazing layout on one floor, have it be a cake walk and saunter into the next floor, only to find that you have no way of powering any of the rooms and there’s just too many monsters. The power of random.

It’s just a blast for a variety of reasons. It’s multiplayer friendly (up to 4 player), and is pretty much the same experience regardless of how many people play. If you’re playing single player you control four guys, and if you have three friends playing with you each of you control one guy. The game isn’t fast paced, there’s a lot of strategy involved, so if one of you wants to take a bathroom break or needs to go do something real quick, they can give control of their hero to somebody else and the others can keep playing. (Also, it’s soundtrack is great. The whole aesthetic of the game, especially the music, reminds me of Faster Than Light. Which, I’m just now realizing, I never reviewed! Next week.)

Is it without faults? Of course not. It’s biggest drawback is that in order to win a playthrough, you have to dedicate anywhere from 4-6 hours, because each of the 12 floors can take upwards of half an hour, assuming you don’t die. You can save it and play later, but you’ll probably forget what modules you’ve researched and what your characters were good at. Also, the interface isn’t the best. If you’re in a room with a dozen monsters and two friends, it can be really hard to tell how much health each of your characters have. And switching between characters you control can sometimes be a pain, too. The wording of items is suboptimal, too. You can see an item in a shop that says “Gives ‘Pack of Dogs’ Skill”, but without knowing off the top of your head what that skill does, the only way to find out is to buy it (or use the internet).

I’ve had the game for two days (one and a half, really), and I’ve already put 16 hours into it. It’s just a fantastic game, and if you have the time, it can be both mentally challenging and physically relaxing.

Parting warning. The game has two difficulties: “easy”, and “too easy”. I’ve never won on easy.

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